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1189 lines
54 KiB
C++
1189 lines
54 KiB
C++
//
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// EntityTreeRenderer.cpp
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// interface/src
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//
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// Created by Brad Hefta-Gaub on 12/6/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <gpu/GPUConfig.h>
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#include <gpu/GLBackend.h>
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#include <glm/gtx/quaternion.hpp>
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#include <QEventLoop>
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#include <QScriptSyntaxCheckResult>
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#include <AbstractScriptingServicesInterface.h>
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#include <AbstractViewStateInterface.h>
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#include <DeferredLightingEffect.h>
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#include <GlowEffect.h>
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#include <Model.h>
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#include <NetworkAccessManager.h>
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#include <PerfStat.h>
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#include <SceneScriptingInterface.h>
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#include <ScriptEngine.h>
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#include <TextureCache.h>
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#include <SoundCache.h>
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#include <soxr.h>
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#include <AudioConstants.h>
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#include "EntityTreeRenderer.h"
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#include "RenderableEntityItem.h"
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#include "RenderableBoxEntityItem.h"
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#include "RenderableLightEntityItem.h"
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#include "RenderableModelEntityItem.h"
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#include "RenderableParticleEffectEntityItem.h"
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#include "RenderableSphereEntityItem.h"
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#include "RenderableTextEntityItem.h"
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#include "RenderableWebEntityItem.h"
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#include "RenderableZoneEntityItem.h"
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#include "RenderableLineEntityItem.h"
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#include "RenderablePolyVoxEntityItem.h"
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#include "EntitiesRendererLogging.h"
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EntityTreeRenderer::EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState,
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AbstractScriptingServicesInterface* scriptingServices) :
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OctreeRenderer(),
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_wantScripts(wantScripts),
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_entitiesScriptEngine(NULL),
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_sandboxScriptEngine(NULL),
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_localAudioInterface(NULL),
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_lastMouseEventValid(false),
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_viewState(viewState),
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_scriptingServices(scriptingServices),
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_displayElementChildProxies(false),
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_displayModelBounds(false),
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_displayModelElementProxy(false),
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_dontDoPrecisionPicking(false)
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{
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Model, RenderableModelEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Box, RenderableBoxEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Sphere, RenderableSphereEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Light, RenderableLightEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Text, RenderableTextEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Web, RenderableWebEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(ParticleEffect, RenderableParticleEffectEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Zone, RenderableZoneEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Line, RenderableLineEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(PolyVox, RenderablePolyVoxEntityItem::factory)
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_currentHoverOverEntityID = UNKNOWN_ENTITY_ID;
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_currentClickingOnEntityID = UNKNOWN_ENTITY_ID;
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}
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EntityTreeRenderer::~EntityTreeRenderer() {
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// NOTE: we don't need to delete _entitiesScriptEngine because it is registered with the application and has a
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// signal tied to call it's deleteLater on doneRunning
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if (_sandboxScriptEngine) {
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// TODO: consider reworking how _sandboxScriptEngine is managed. It's treated differently than _entitiesScriptEngine
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// because we don't call registerScriptEngineWithApplicationServices() for it. This implementation is confusing and
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// potentially error prone because it's not a full fledged ScriptEngine that has been fully connected to the
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// application. We did this so that scripts that were ill-formed could be evaluated but not execute against the
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// application services. But this means it's shutdown behavior is different from other ScriptEngines
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delete _sandboxScriptEngine;
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_sandboxScriptEngine = NULL;
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}
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}
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void EntityTreeRenderer::clear() {
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leaveAllEntities();
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foreach (const EntityItemID& entityID, _entityScripts.keys()) {
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checkAndCallUnload(entityID);
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}
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OctreeRenderer::clear();
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_entityScripts.clear();
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auto scene = _viewState->getMain3DScene();
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render::PendingChanges pendingChanges;
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foreach(auto entity, _entitiesInScene) {
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entity->removeFromScene(entity, scene, pendingChanges);
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}
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scene->enqueuePendingChanges(pendingChanges);
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_entitiesInScene.clear();
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}
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void EntityTreeRenderer::init() {
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OctreeRenderer::init();
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EntityTree* entityTree = static_cast<EntityTree*>(_tree);
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entityTree->setFBXService(this);
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if (_wantScripts) {
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_entitiesScriptEngine = new ScriptEngine(NO_SCRIPT, "Entities",
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_scriptingServices->getControllerScriptingInterface());
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_scriptingServices->registerScriptEngineWithApplicationServices(_entitiesScriptEngine);
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_sandboxScriptEngine = new ScriptEngine(NO_SCRIPT, "Entities Sandbox", NULL);
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}
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// make sure our "last avatar position" is something other than our current position, so that on our
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// first chance, we'll check for enter/leave entity events.
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_lastAvatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE);
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connect(entityTree, &EntityTree::deletingEntity, this, &EntityTreeRenderer::deletingEntity);
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connect(entityTree, &EntityTree::addingEntity, this, &EntityTreeRenderer::addingEntity);
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connect(entityTree, &EntityTree::entityScriptChanging, this, &EntityTreeRenderer::entitySciptChanging);
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}
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void EntityTreeRenderer::shutdown() {
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_entitiesScriptEngine->disconnect(); // disconnect all slots/signals from the script engine
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_shuttingDown = true;
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}
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void EntityTreeRenderer::scriptContentsAvailable(const QUrl& url, const QString& scriptContents) {
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if (_waitingOnPreload.contains(url)) {
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QList<EntityItemID> entityIDs = _waitingOnPreload.values(url);
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_waitingOnPreload.remove(url);
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foreach(EntityItemID entityID, entityIDs) {
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checkAndCallPreload(entityID);
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}
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}
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}
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void EntityTreeRenderer::errorInLoadingScript(const QUrl& url) {
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if (_waitingOnPreload.contains(url)) {
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_waitingOnPreload.remove(url);
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}
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}
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QScriptValue EntityTreeRenderer::loadEntityScript(const EntityItemID& entityItemID, bool isPreload) {
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EntityItemPointer entity = static_cast<EntityTree*>(_tree)->findEntityByEntityItemID(entityItemID);
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return loadEntityScript(entity, isPreload);
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}
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QString EntityTreeRenderer::loadScriptContents(const QString& scriptMaybeURLorText, bool& isURL, bool& isPending, QUrl& urlOut) {
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isPending = false;
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QUrl url(scriptMaybeURLorText);
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// If the url is not valid, this must be script text...
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// We document "direct injection" scripts as starting with "(function...", and that would never be a valid url.
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// But QUrl thinks it is.
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if (!url.isValid() || scriptMaybeURLorText.startsWith("(")) {
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isURL = false;
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return scriptMaybeURLorText;
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}
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isURL = true;
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urlOut = url;
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QString scriptContents; // assume empty
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// if the scheme length is one or lower, maybe they typed in a file, let's try
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const int WINDOWS_DRIVE_LETTER_SIZE = 1;
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if (url.scheme().size() <= WINDOWS_DRIVE_LETTER_SIZE) {
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url = QUrl::fromLocalFile(scriptMaybeURLorText);
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}
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// ok, let's see if it's valid... and if so, load it
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if (url.isValid()) {
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if (url.scheme() == "file") {
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QString fileName = url.toLocalFile();
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QFile scriptFile(fileName);
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if (scriptFile.open(QFile::ReadOnly | QFile::Text)) {
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qCDebug(entitiesrenderer) << "Loading file:" << fileName;
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QTextStream in(&scriptFile);
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scriptContents = in.readAll();
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} else {
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qCDebug(entitiesrenderer) << "ERROR Loading file:" << fileName;
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}
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} else {
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auto scriptCache = DependencyManager::get<ScriptCache>();
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if (!scriptCache->isInBadScriptList(url)) {
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scriptContents = scriptCache->getScript(url, this, isPending);
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}
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}
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}
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return scriptContents;
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}
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QScriptValue EntityTreeRenderer::loadEntityScript(EntityItemPointer entity, bool isPreload) {
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if (_shuttingDown) {
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return QScriptValue(); // since we're shutting down, we don't load any more scripts
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}
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if (!entity) {
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return QScriptValue(); // no entity...
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}
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// NOTE: we keep local variables for the entityID and the script because
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// below in loadScriptContents() it's possible for us to execute the
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// application event loop, which may cause our entity to be deleted on
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// us. We don't really need access the entity after this point, can
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// can accomplish all we need to here with just the script "text" and the ID.
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EntityItemID entityID = entity->getEntityItemID();
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QString entityScript = entity->getScript();
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if (_entityScripts.contains(entityID)) {
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EntityScriptDetails details = _entityScripts[entityID];
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// check to make sure our script text hasn't changed on us since we last loaded it
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if (details.scriptText == entityScript) {
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return details.scriptObject; // previously loaded
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}
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// if we got here, then we previously loaded a script, but the entity's script value
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// has changed and so we need to reload it.
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_entityScripts.remove(entityID);
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}
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if (entityScript.isEmpty()) {
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return QScriptValue(); // no script
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}
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bool isURL = false; // loadScriptContents() will tell us if this is a URL or just text.
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bool isPending = false;
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QUrl url;
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QString scriptContents = loadScriptContents(entityScript, isURL, isPending, url);
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if (isPending && isPreload && isURL) {
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_waitingOnPreload.insert(url, entityID);
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}
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auto scriptCache = DependencyManager::get<ScriptCache>();
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if (isURL && scriptCache->isInBadScriptList(url)) {
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return QScriptValue(); // no script contents...
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}
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if (scriptContents.isEmpty()) {
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return QScriptValue(); // no script contents...
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}
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QScriptSyntaxCheckResult syntaxCheck = QScriptEngine::checkSyntax(scriptContents);
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if (syntaxCheck.state() != QScriptSyntaxCheckResult::Valid) {
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qCDebug(entitiesrenderer) << "EntityTreeRenderer::loadEntityScript() entity:" << entityID;
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qCDebug(entitiesrenderer) << " " << syntaxCheck.errorMessage() << ":"
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<< syntaxCheck.errorLineNumber() << syntaxCheck.errorColumnNumber();
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qCDebug(entitiesrenderer) << " SCRIPT:" << entityScript;
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scriptCache->addScriptToBadScriptList(url);
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return QScriptValue(); // invalid script
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}
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if (isURL) {
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_entitiesScriptEngine->setParentURL(entity->getScript());
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}
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QScriptValue entityScriptConstructor = _sandboxScriptEngine->evaluate(scriptContents);
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if (!entityScriptConstructor.isFunction()) {
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qCDebug(entitiesrenderer) << "EntityTreeRenderer::loadEntityScript() entity:" << entityID;
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qCDebug(entitiesrenderer) << " NOT CONSTRUCTOR";
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qCDebug(entitiesrenderer) << " SCRIPT:" << entityScript;
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scriptCache->addScriptToBadScriptList(url);
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return QScriptValue(); // invalid script
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} else {
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entityScriptConstructor = _entitiesScriptEngine->evaluate(scriptContents);
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}
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QScriptValue entityScriptObject = entityScriptConstructor.construct();
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EntityScriptDetails newDetails = { entityScript, entityScriptObject };
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_entityScripts[entityID] = newDetails;
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if (isURL) {
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_entitiesScriptEngine->setParentURL("");
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}
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return entityScriptObject; // newly constructed
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}
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QScriptValue EntityTreeRenderer::getPreviouslyLoadedEntityScript(const EntityItemID& entityID) {
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if (_entityScripts.contains(entityID)) {
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EntityScriptDetails details = _entityScripts[entityID];
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return details.scriptObject; // previously loaded
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}
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return QScriptValue(); // no script
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}
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void EntityTreeRenderer::setTree(Octree* newTree) {
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OctreeRenderer::setTree(newTree);
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static_cast<EntityTree*>(_tree)->setFBXService(this);
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}
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void EntityTreeRenderer::update() {
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if (_tree && !_shuttingDown) {
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EntityTree* tree = static_cast<EntityTree*>(_tree);
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tree->update();
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// check to see if the avatar has moved and if we need to handle enter/leave entity logic
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checkEnterLeaveEntities();
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// Even if we're not moving the mouse, if we started clicking on an entity and we have
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// not yet released the hold then this is still considered a holdingClickOnEntity event
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// and we want to simulate this message here as well as in mouse move
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if (_lastMouseEventValid && !_currentClickingOnEntityID.isInvalidID()) {
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emit holdingClickOnEntity(_currentClickingOnEntityID, _lastMouseEvent);
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QScriptValueList currentClickingEntityArgs = createMouseEventArgs(_currentClickingOnEntityID, _lastMouseEvent);
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QScriptValue currentClickingEntity = loadEntityScript(_currentClickingOnEntityID);
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if (currentClickingEntity.property("holdingClickOnEntity").isValid()) {
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currentClickingEntity.property("holdingClickOnEntity").call(currentClickingEntity, currentClickingEntityArgs);
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}
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}
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}
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}
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void EntityTreeRenderer::checkEnterLeaveEntities() {
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if (_tree && !_shuttingDown) {
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glm::vec3 avatarPosition = _viewState->getAvatarPosition();
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if (avatarPosition != _lastAvatarPosition) {
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float radius = 1.0f; // for now, assume 1 meter radius
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QVector<EntityItemPointer> foundEntities;
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QVector<EntityItemID> entitiesContainingAvatar;
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// find the entities near us
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_tree->lockForRead(); // don't let someone else change our tree while we search
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static_cast<EntityTree*>(_tree)->findEntities(avatarPosition, radius, foundEntities);
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// create a list of entities that actually contain the avatar's position
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foreach(EntityItemPointer entity, foundEntities) {
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if (entity->contains(avatarPosition)) {
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entitiesContainingAvatar << entity->getEntityItemID();
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}
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}
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_tree->unlock();
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// Note: at this point we don't need to worry about the tree being locked, because we only deal with
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// EntityItemIDs from here. The loadEntityScript() method is robust against attempting to load scripts
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// for entity IDs that no longer exist.
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// for all of our previous containing entities, if they are no longer containing then send them a leave event
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foreach(const EntityItemID& entityID, _currentEntitiesInside) {
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if (!entitiesContainingAvatar.contains(entityID)) {
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emit leaveEntity(entityID);
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QScriptValueList entityArgs = createEntityArgs(entityID);
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QScriptValue entityScript = loadEntityScript(entityID);
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if (entityScript.property("leaveEntity").isValid()) {
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entityScript.property("leaveEntity").call(entityScript, entityArgs);
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}
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}
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}
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// for all of our new containing entities, if they weren't previously containing then send them an enter event
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foreach(const EntityItemID& entityID, entitiesContainingAvatar) {
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if (!_currentEntitiesInside.contains(entityID)) {
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emit enterEntity(entityID);
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QScriptValueList entityArgs = createEntityArgs(entityID);
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QScriptValue entityScript = loadEntityScript(entityID);
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if (entityScript.property("enterEntity").isValid()) {
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entityScript.property("enterEntity").call(entityScript, entityArgs);
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}
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}
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}
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_currentEntitiesInside = entitiesContainingAvatar;
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_lastAvatarPosition = avatarPosition;
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}
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}
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}
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void EntityTreeRenderer::leaveAllEntities() {
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if (_tree && !_shuttingDown) {
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// for all of our previous containing entities, if they are no longer containing then send them a leave event
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foreach(const EntityItemID& entityID, _currentEntitiesInside) {
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emit leaveEntity(entityID);
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QScriptValueList entityArgs = createEntityArgs(entityID);
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QScriptValue entityScript = loadEntityScript(entityID);
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if (entityScript.property("leaveEntity").isValid()) {
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entityScript.property("leaveEntity").call(entityScript, entityArgs);
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}
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}
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_currentEntitiesInside.clear();
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// make sure our "last avatar position" is something other than our current position, so that on our
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// first chance, we'll check for enter/leave entity events.
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_lastAvatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE);
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}
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}
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void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityItem> zone) {
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QSharedPointer<SceneScriptingInterface> scene = DependencyManager::get<SceneScriptingInterface>();
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if (zone) {
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if (!_hasPreviousZone) {
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_previousKeyLightColor = scene->getKeyLightColor();
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_previousKeyLightIntensity = scene->getKeyLightIntensity();
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_previousKeyLightAmbientIntensity = scene->getKeyLightAmbientIntensity();
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_previousKeyLightDirection = scene->getKeyLightDirection();
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_previousStageSunModelEnabled = scene->isStageSunModelEnabled();
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_previousStageLongitude = scene->getStageLocationLongitude();
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_previousStageLatitude = scene->getStageLocationLatitude();
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_previousStageAltitude = scene->getStageLocationAltitude();
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_previousStageHour = scene->getStageDayTime();
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_previousStageDay = scene->getStageYearTime();
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_hasPreviousZone = true;
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}
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scene->setKeyLightColor(zone->getKeyLightColorVec3());
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scene->setKeyLightIntensity(zone->getKeyLightIntensity());
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scene->setKeyLightAmbientIntensity(zone->getKeyLightAmbientIntensity());
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scene->setKeyLightDirection(zone->getKeyLightDirection());
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scene->setStageSunModelEnable(zone->getStageProperties().getSunModelEnabled());
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scene->setStageLocation(zone->getStageProperties().getLongitude(), zone->getStageProperties().getLatitude(),
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zone->getStageProperties().getAltitude());
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scene->setStageDayTime(zone->getStageProperties().calculateHour());
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scene->setStageYearTime(zone->getStageProperties().calculateDay());
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if (zone->getBackgroundMode() == BACKGROUND_MODE_ATMOSPHERE) {
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EnvironmentData data = zone->getEnvironmentData();
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glm::vec3 keyLightDirection = scene->getKeyLightDirection();
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glm::vec3 inverseKeyLightDirection = keyLightDirection * -1.0f;
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// NOTE: is this right? It seems like the "sun" should be based on the center of the
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// atmosphere, not where the camera is.
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glm::vec3 keyLightLocation = _viewState->getAvatarPosition()
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+ (inverseKeyLightDirection * data.getAtmosphereOuterRadius());
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data.setSunLocation(keyLightLocation);
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const float KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO = 20.0f;
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float sunBrightness = scene->getKeyLightIntensity() * KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO;
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data.setSunBrightness(sunBrightness);
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_viewState->overrideEnvironmentData(data);
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scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME);
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} else {
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_viewState->endOverrideEnvironmentData();
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auto stage = scene->getSkyStage();
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if (zone->getBackgroundMode() == BACKGROUND_MODE_SKYBOX) {
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stage->getSkybox()->setColor(zone->getSkyboxProperties().getColorVec3());
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if (zone->getSkyboxProperties().getURL().isEmpty()) {
|
|
stage->getSkybox()->setCubemap(gpu::TexturePointer());
|
|
} else {
|
|
// Update the Texture of the Skybox with the one pointed by this zone
|
|
auto cubeMap = DependencyManager::get<TextureCache>()->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
|
|
stage->getSkybox()->setCubemap(cubeMap->getGPUTexture());
|
|
}
|
|
stage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
|
|
} else {
|
|
stage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
|
|
}
|
|
}
|
|
} else {
|
|
if (_hasPreviousZone) {
|
|
scene->setKeyLightColor(_previousKeyLightColor);
|
|
scene->setKeyLightIntensity(_previousKeyLightIntensity);
|
|
scene->setKeyLightAmbientIntensity(_previousKeyLightAmbientIntensity);
|
|
scene->setKeyLightDirection(_previousKeyLightDirection);
|
|
scene->setStageSunModelEnable(_previousStageSunModelEnabled);
|
|
scene->setStageLocation(_previousStageLongitude, _previousStageLatitude,
|
|
_previousStageAltitude);
|
|
scene->setStageDayTime(_previousStageHour);
|
|
scene->setStageYearTime(_previousStageDay);
|
|
_hasPreviousZone = false;
|
|
}
|
|
_viewState->endOverrideEnvironmentData();
|
|
scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::render(RenderArgs* renderArgs) {
|
|
|
|
if (_tree && !_shuttingDown) {
|
|
renderArgs->_renderer = this;
|
|
|
|
_tree->lockForRead();
|
|
|
|
// Whenever you're in an intersection between zones, we will always choose the smallest zone.
|
|
_bestZone = NULL; // NOTE: Is this what we want?
|
|
_bestZoneVolume = std::numeric_limits<float>::max();
|
|
|
|
// FIX ME: right now the renderOperation does the following:
|
|
// 1) determining the best zone (not really rendering)
|
|
// 2) render the debug cell details
|
|
// we should clean this up
|
|
_tree->recurseTreeWithOperation(renderOperation, renderArgs);
|
|
|
|
applyZonePropertiesToScene(_bestZone);
|
|
|
|
_tree->unlock();
|
|
}
|
|
deleteReleasedModels(); // seems like as good as any other place to do some memory cleanup
|
|
}
|
|
|
|
const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer entityItem) {
|
|
const FBXGeometry* result = NULL;
|
|
|
|
if (entityItem->getType() == EntityTypes::Model) {
|
|
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
|
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
|
assert(modelEntityItem); // we need this!!!
|
|
Model* model = modelEntityItem->getModel(this);
|
|
if (model) {
|
|
result = &model->getGeometry()->getFBXGeometry();
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
const Model* EntityTreeRenderer::getModelForEntityItem(EntityItemPointer entityItem) {
|
|
const Model* result = NULL;
|
|
if (entityItem->getType() == EntityTypes::Model) {
|
|
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
|
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
|
result = modelEntityItem->getModel(this);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
const FBXGeometry* EntityTreeRenderer::getCollisionGeometryForEntity(EntityItemPointer entityItem) {
|
|
const FBXGeometry* result = NULL;
|
|
|
|
if (entityItem->getType() == EntityTypes::Model) {
|
|
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
|
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
|
if (modelEntityItem->hasCompoundShapeURL()) {
|
|
Model* model = modelEntityItem->getModel(this);
|
|
if (model) {
|
|
const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = model->getCollisionGeometry();
|
|
if (!collisionNetworkGeometry.isNull()) {
|
|
result = &collisionNetworkGeometry->getFBXGeometry();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void EntityTreeRenderer::renderElementProxy(EntityTreeElement* entityTreeElement, RenderArgs* args) {
|
|
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
|
|
Q_ASSERT(args->_batch);
|
|
gpu::Batch& batch = *args->_batch;
|
|
Transform transform;
|
|
|
|
glm::vec3 elementCenter = entityTreeElement->getAACube().calcCenter();
|
|
float elementSize = entityTreeElement->getScale();
|
|
|
|
auto drawWireCube = [&](glm::vec3 offset, float size, glm::vec4 color) {
|
|
transform.setTranslation(elementCenter + offset);
|
|
batch.setModelTransform(transform);
|
|
deferredLighting->renderWireCube(batch, size, color);
|
|
};
|
|
|
|
drawWireCube(glm::vec3(), elementSize, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
|
|
|
|
if (_displayElementChildProxies) {
|
|
// draw the children
|
|
float halfSize = elementSize / 2.0f;
|
|
float quarterSize = elementSize / 4.0f;
|
|
|
|
drawWireCube(glm::vec3(-quarterSize, -quarterSize, -quarterSize), halfSize, glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
|
|
drawWireCube(glm::vec3(quarterSize, -quarterSize, -quarterSize), halfSize, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
|
|
drawWireCube(glm::vec3(-quarterSize, quarterSize, -quarterSize), halfSize, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
|
drawWireCube(glm::vec3(-quarterSize, -quarterSize, quarterSize), halfSize, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
|
drawWireCube(glm::vec3(quarterSize, quarterSize, quarterSize), halfSize, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
|
drawWireCube(glm::vec3(-quarterSize, quarterSize, quarterSize), halfSize, glm::vec4(0.0f, 0.5f, 0.5f, 1.0f));
|
|
drawWireCube(glm::vec3(quarterSize, -quarterSize, quarterSize), halfSize, glm::vec4(0.5f, 0.0f, 0.0f, 1.0f));
|
|
drawWireCube(glm::vec3(quarterSize, quarterSize, -quarterSize), halfSize, glm::vec4(0.0f, 0.5f, 0.0f, 1.0f));
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::renderProxies(EntityItemPointer entity, RenderArgs* args) {
|
|
bool isShadowMode = args->_renderMode == RenderArgs::SHADOW_RENDER_MODE;
|
|
if (!isShadowMode && _displayModelBounds) {
|
|
PerformanceTimer perfTimer("renderProxies");
|
|
|
|
AACube maxCube = entity->getMaximumAACube();
|
|
AACube minCube = entity->getMinimumAACube();
|
|
AABox entityBox = entity->getAABox();
|
|
|
|
glm::vec3 maxCenter = maxCube.calcCenter();
|
|
glm::vec3 minCenter = minCube.calcCenter();
|
|
glm::vec3 entityBoxCenter = entityBox.calcCenter();
|
|
glm::vec3 entityBoxScale = entityBox.getScale();
|
|
|
|
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
|
|
Q_ASSERT(args->_batch);
|
|
gpu::Batch& batch = *args->_batch;
|
|
Transform transform;
|
|
|
|
// draw the max bounding cube
|
|
transform.setTranslation(maxCenter);
|
|
batch.setModelTransform(transform);
|
|
deferredLighting->renderWireCube(batch, maxCube.getScale(), glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
|
|
|
|
// draw the min bounding cube
|
|
transform.setTranslation(minCenter);
|
|
batch.setModelTransform(transform);
|
|
deferredLighting->renderWireCube(batch, minCube.getScale(), glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
|
|
|
|
// draw the entityBox bounding box
|
|
transform.setTranslation(entityBoxCenter);
|
|
transform.setScale(entityBoxScale);
|
|
batch.setModelTransform(transform);
|
|
deferredLighting->renderWireCube(batch, 1.0f, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
|
|
|
|
// Rotated bounding box
|
|
batch.setModelTransform(entity->getTransformToCenter());
|
|
deferredLighting->renderWireCube(batch, 1.0f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args) {
|
|
// actually render it here...
|
|
// we need to iterate the actual entityItems of the element
|
|
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
|
|
|
|
EntityItems& entityItems = entityTreeElement->getEntities();
|
|
|
|
|
|
uint16_t numberOfEntities = entityItems.size();
|
|
|
|
bool isShadowMode = args->_renderMode == RenderArgs::SHADOW_RENDER_MODE;
|
|
|
|
if (!isShadowMode && _displayModelElementProxy && numberOfEntities > 0) {
|
|
renderElementProxy(entityTreeElement, args);
|
|
}
|
|
|
|
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
|
EntityItemPointer entityItem = entityItems[i];
|
|
|
|
if (entityItem->isVisible()) {
|
|
|
|
// NOTE: Zone Entities are a special case we handle here...
|
|
if (entityItem->getType() == EntityTypes::Zone) {
|
|
if (entityItem->contains(_viewState->getAvatarPosition())) {
|
|
float entityVolumeEstimate = entityItem->getVolumeEstimate();
|
|
if (entityVolumeEstimate < _bestZoneVolume) {
|
|
_bestZoneVolume = entityVolumeEstimate;
|
|
_bestZone = std::dynamic_pointer_cast<ZoneEntityItem>(entityItem);
|
|
} else if (entityVolumeEstimate == _bestZoneVolume) {
|
|
if (!_bestZone) {
|
|
_bestZoneVolume = entityVolumeEstimate;
|
|
_bestZone = std::dynamic_pointer_cast<ZoneEntityItem>(entityItem);
|
|
} else {
|
|
// in the case of the volume being equal, we will use the
|
|
// EntityItemID to deterministically pick one entity over the other
|
|
if (entityItem->getEntityItemID() < _bestZone->getEntityItemID()) {
|
|
_bestZoneVolume = entityVolumeEstimate;
|
|
_bestZone = std::dynamic_pointer_cast<ZoneEntityItem>(entityItem);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float EntityTreeRenderer::getSizeScale() const {
|
|
return _viewState->getSizeScale();
|
|
}
|
|
|
|
int EntityTreeRenderer::getBoundaryLevelAdjust() const {
|
|
return _viewState->getBoundaryLevelAdjust();
|
|
}
|
|
|
|
|
|
void EntityTreeRenderer::processEraseMessage(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode) {
|
|
static_cast<EntityTree*>(_tree)->processEraseMessage(dataByteArray, sourceNode);
|
|
}
|
|
|
|
Model* EntityTreeRenderer::allocateModel(const QString& url, const QString& collisionUrl) {
|
|
Model* model = NULL;
|
|
// Make sure we only create and delete models on the thread that owns the EntityTreeRenderer
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "allocateModel", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(Model*, model),
|
|
Q_ARG(const QString&, url));
|
|
|
|
return model;
|
|
}
|
|
model = new Model();
|
|
model->init();
|
|
model->setURL(QUrl(url));
|
|
model->setCollisionModelURL(QUrl(collisionUrl));
|
|
return model;
|
|
}
|
|
|
|
Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, const QString& collisionUrl) {
|
|
Model* model = NULL;
|
|
|
|
// The caller shouldn't call us if the URL doesn't need to change. But if they
|
|
// do, we just return their original back to them.
|
|
if (!original || (QUrl(newUrl) == original->getURL())) {
|
|
return original;
|
|
}
|
|
|
|
// Before we do any creating or deleting, make sure we're on our renderer thread
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "updateModel", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(Model*, model),
|
|
Q_ARG(Model*, original),
|
|
Q_ARG(const QString&, newUrl));
|
|
|
|
return model;
|
|
}
|
|
|
|
// at this point we know we need to replace the model, and we know we're on the
|
|
// correct thread, so we can do all our work.
|
|
if (original) {
|
|
delete original; // delete the old model...
|
|
}
|
|
|
|
// create the model and correctly initialize it with the new url
|
|
model = new Model();
|
|
model->init();
|
|
model->setURL(QUrl(newUrl));
|
|
model->setCollisionModelURL(QUrl(collisionUrl));
|
|
|
|
return model;
|
|
}
|
|
|
|
void EntityTreeRenderer::releaseModel(Model* model) {
|
|
// If we're not on the renderer's thread, then remember this model to be deleted later
|
|
if (QThread::currentThread() != thread()) {
|
|
_releasedModels << model;
|
|
} else { // otherwise just delete it right away
|
|
delete model;
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::deleteReleasedModels() {
|
|
if (_releasedModels.size() > 0) {
|
|
foreach(Model* model, _releasedModels) {
|
|
delete model;
|
|
}
|
|
_releasedModels.clear();
|
|
}
|
|
}
|
|
|
|
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
|
|
bool precisionPicking) {
|
|
RayToEntityIntersectionResult result;
|
|
if (_tree) {
|
|
EntityTree* entityTree = static_cast<EntityTree*>(_tree);
|
|
|
|
OctreeElement* element;
|
|
EntityItemPointer intersectedEntity = NULL;
|
|
result.intersects = entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
|
|
(void**)&intersectedEntity, lockType, &result.accurate,
|
|
precisionPicking);
|
|
if (result.intersects && intersectedEntity) {
|
|
result.entityID = intersectedEntity->getEntityItemID();
|
|
result.properties = intersectedEntity->getProperties();
|
|
result.intersection = ray.origin + (ray.direction * result.distance);
|
|
result.entity = intersectedEntity;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void EntityTreeRenderer::connectSignalsToSlots(EntityScriptingInterface* entityScriptingInterface) {
|
|
connect(this, &EntityTreeRenderer::mousePressOnEntity, entityScriptingInterface,
|
|
[=](const RayToEntityIntersectionResult& intersection, const QMouseEvent* event, unsigned int deviceId){
|
|
entityScriptingInterface->mousePressOnEntity(intersection.entityID, MouseEvent(*event, deviceId));
|
|
});
|
|
connect(this, &EntityTreeRenderer::mouseMoveOnEntity, entityScriptingInterface,
|
|
[=](const RayToEntityIntersectionResult& intersection, const QMouseEvent* event, unsigned int deviceId) {
|
|
entityScriptingInterface->mouseMoveOnEntity(intersection.entityID, MouseEvent(*event, deviceId));
|
|
});
|
|
connect(this, &EntityTreeRenderer::mouseReleaseOnEntity, entityScriptingInterface,
|
|
[=](const RayToEntityIntersectionResult& intersection, const QMouseEvent* event, unsigned int deviceId) {
|
|
entityScriptingInterface->mouseReleaseOnEntity(intersection.entityID, MouseEvent(*event, deviceId));
|
|
});
|
|
|
|
connect(this, &EntityTreeRenderer::clickDownOnEntity, entityScriptingInterface, &EntityScriptingInterface::clickDownOnEntity);
|
|
connect(this, &EntityTreeRenderer::holdingClickOnEntity, entityScriptingInterface, &EntityScriptingInterface::holdingClickOnEntity);
|
|
connect(this, &EntityTreeRenderer::clickReleaseOnEntity, entityScriptingInterface, &EntityScriptingInterface::clickReleaseOnEntity);
|
|
|
|
connect(this, &EntityTreeRenderer::hoverEnterEntity, entityScriptingInterface, &EntityScriptingInterface::hoverEnterEntity);
|
|
connect(this, &EntityTreeRenderer::hoverOverEntity, entityScriptingInterface, &EntityScriptingInterface::hoverOverEntity);
|
|
connect(this, &EntityTreeRenderer::hoverLeaveEntity, entityScriptingInterface, &EntityScriptingInterface::hoverLeaveEntity);
|
|
|
|
connect(this, &EntityTreeRenderer::enterEntity, entityScriptingInterface, &EntityScriptingInterface::enterEntity);
|
|
connect(this, &EntityTreeRenderer::leaveEntity, entityScriptingInterface, &EntityScriptingInterface::leaveEntity);
|
|
connect(this, &EntityTreeRenderer::collisionWithEntity, entityScriptingInterface, &EntityScriptingInterface::collisionWithEntity);
|
|
}
|
|
|
|
QScriptValueList EntityTreeRenderer::createMouseEventArgs(const EntityItemID& entityID, QMouseEvent* event, unsigned int deviceID) {
|
|
QScriptValueList args;
|
|
args << entityID.toScriptValue(_entitiesScriptEngine);
|
|
args << MouseEvent(*event, deviceID).toScriptValue(_entitiesScriptEngine);
|
|
return args;
|
|
}
|
|
|
|
QScriptValueList EntityTreeRenderer::createMouseEventArgs(const EntityItemID& entityID, const MouseEvent& mouseEvent) {
|
|
QScriptValueList args;
|
|
args << entityID.toScriptValue(_entitiesScriptEngine);
|
|
args << mouseEvent.toScriptValue(_entitiesScriptEngine);
|
|
return args;
|
|
}
|
|
|
|
|
|
QScriptValueList EntityTreeRenderer::createEntityArgs(const EntityItemID& entityID) {
|
|
QScriptValueList args;
|
|
args << entityID.toScriptValue(_entitiesScriptEngine);
|
|
return args;
|
|
}
|
|
|
|
void EntityTreeRenderer::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
PerformanceTimer perfTimer("EntityTreeRenderer::mousePressEvent");
|
|
PickRay ray = _viewState->computePickRay(event->x(), event->y());
|
|
|
|
bool precisionPicking = !_dontDoPrecisionPicking;
|
|
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
|
|
if (rayPickResult.intersects) {
|
|
//qCDebug(entitiesrenderer) << "mousePressEvent over entity:" << rayPickResult.entityID;
|
|
emit mousePressOnEntity(rayPickResult, event, deviceID);
|
|
|
|
QScriptValueList entityScriptArgs = createMouseEventArgs(rayPickResult.entityID, event, deviceID);
|
|
QScriptValue entityScript = loadEntityScript(rayPickResult.entity);
|
|
if (entityScript.property("mousePressOnEntity").isValid()) {
|
|
entityScript.property("mousePressOnEntity").call(entityScript, entityScriptArgs);
|
|
}
|
|
|
|
_currentClickingOnEntityID = rayPickResult.entityID;
|
|
emit clickDownOnEntity(_currentClickingOnEntityID, MouseEvent(*event, deviceID));
|
|
if (entityScript.property("clickDownOnEntity").isValid()) {
|
|
entityScript.property("clickDownOnEntity").call(entityScript, entityScriptArgs);
|
|
}
|
|
}
|
|
_lastMouseEvent = MouseEvent(*event, deviceID);
|
|
_lastMouseEventValid = true;
|
|
}
|
|
|
|
void EntityTreeRenderer::mouseReleaseEvent(QMouseEvent* event, unsigned int deviceID) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
PerformanceTimer perfTimer("EntityTreeRenderer::mouseReleaseEvent");
|
|
PickRay ray = _viewState->computePickRay(event->x(), event->y());
|
|
bool precisionPicking = !_dontDoPrecisionPicking;
|
|
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
|
|
if (rayPickResult.intersects) {
|
|
//qCDebug(entitiesrenderer) << "mouseReleaseEvent over entity:" << rayPickResult.entityID;
|
|
emit mouseReleaseOnEntity(rayPickResult, event, deviceID);
|
|
|
|
QScriptValueList entityScriptArgs = createMouseEventArgs(rayPickResult.entityID, event, deviceID);
|
|
QScriptValue entityScript = loadEntityScript(rayPickResult.entity);
|
|
if (entityScript.property("mouseReleaseOnEntity").isValid()) {
|
|
entityScript.property("mouseReleaseOnEntity").call(entityScript, entityScriptArgs);
|
|
}
|
|
}
|
|
|
|
// Even if we're no longer intersecting with an entity, if we started clicking on it, and now
|
|
// we're releasing the button, then this is considered a clickOn event
|
|
if (!_currentClickingOnEntityID.isInvalidID()) {
|
|
emit clickReleaseOnEntity(_currentClickingOnEntityID, MouseEvent(*event, deviceID));
|
|
|
|
QScriptValueList currentClickingEntityArgs = createMouseEventArgs(_currentClickingOnEntityID, event, deviceID);
|
|
QScriptValue currentClickingEntity = loadEntityScript(_currentClickingOnEntityID);
|
|
if (currentClickingEntity.property("clickReleaseOnEntity").isValid()) {
|
|
currentClickingEntity.property("clickReleaseOnEntity").call(currentClickingEntity, currentClickingEntityArgs);
|
|
}
|
|
}
|
|
|
|
// makes it the unknown ID, we just released so we can't be clicking on anything
|
|
_currentClickingOnEntityID = UNKNOWN_ENTITY_ID;
|
|
_lastMouseEvent = MouseEvent(*event, deviceID);
|
|
_lastMouseEventValid = true;
|
|
}
|
|
|
|
void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
PerformanceTimer perfTimer("EntityTreeRenderer::mouseMoveEvent");
|
|
|
|
PickRay ray = _viewState->computePickRay(event->x(), event->y());
|
|
|
|
bool precisionPicking = false; // for mouse moves we do not do precision picking
|
|
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
|
|
if (rayPickResult.intersects) {
|
|
QScriptValueList entityScriptArgs = createMouseEventArgs(rayPickResult.entityID, event, deviceID);
|
|
|
|
// load the entity script if needed...
|
|
QScriptValue entityScript = loadEntityScript(rayPickResult.entity);
|
|
if (entityScript.property("mouseMoveEvent").isValid()) {
|
|
entityScript.property("mouseMoveEvent").call(entityScript, entityScriptArgs);
|
|
}
|
|
|
|
//qCDebug(entitiesrenderer) << "mouseMoveEvent over entity:" << rayPickResult.entityID;
|
|
emit mouseMoveOnEntity(rayPickResult, event, deviceID);
|
|
if (entityScript.property("mouseMoveOnEntity").isValid()) {
|
|
entityScript.property("mouseMoveOnEntity").call(entityScript, entityScriptArgs);
|
|
}
|
|
|
|
// handle the hover logic...
|
|
|
|
// if we were previously hovering over an entity, and this new entity is not the same as our previous entity
|
|
// then we need to send the hover leave.
|
|
if (!_currentHoverOverEntityID.isInvalidID() && rayPickResult.entityID != _currentHoverOverEntityID) {
|
|
emit hoverLeaveEntity(_currentHoverOverEntityID, MouseEvent(*event, deviceID));
|
|
|
|
QScriptValueList currentHoverEntityArgs = createMouseEventArgs(_currentHoverOverEntityID, event, deviceID);
|
|
|
|
QScriptValue currentHoverEntity = loadEntityScript(_currentHoverOverEntityID);
|
|
if (currentHoverEntity.property("hoverLeaveEntity").isValid()) {
|
|
currentHoverEntity.property("hoverLeaveEntity").call(currentHoverEntity, currentHoverEntityArgs);
|
|
}
|
|
}
|
|
|
|
// If the new hover entity does not match the previous hover entity then we are entering the new one
|
|
// this is true if the _currentHoverOverEntityID is known or unknown
|
|
if (rayPickResult.entityID != _currentHoverOverEntityID) {
|
|
emit hoverEnterEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
|
|
if (entityScript.property("hoverEnterEntity").isValid()) {
|
|
entityScript.property("hoverEnterEntity").call(entityScript, entityScriptArgs);
|
|
}
|
|
}
|
|
|
|
// and finally, no matter what, if we're intersecting an entity then we're definitely hovering over it, and
|
|
// we should send our hover over event
|
|
emit hoverOverEntity(rayPickResult.entityID, MouseEvent(*event, deviceID));
|
|
if (entityScript.property("hoverOverEntity").isValid()) {
|
|
entityScript.property("hoverOverEntity").call(entityScript, entityScriptArgs);
|
|
}
|
|
|
|
// remember what we're hovering over
|
|
_currentHoverOverEntityID = rayPickResult.entityID;
|
|
|
|
} else {
|
|
// handle the hover logic...
|
|
// if we were previously hovering over an entity, and we're no longer hovering over any entity then we need to
|
|
// send the hover leave for our previous entity
|
|
if (!_currentHoverOverEntityID.isInvalidID()) {
|
|
emit hoverLeaveEntity(_currentHoverOverEntityID, MouseEvent(*event, deviceID));
|
|
|
|
QScriptValueList currentHoverEntityArgs = createMouseEventArgs(_currentHoverOverEntityID, event, deviceID);
|
|
|
|
QScriptValue currentHoverEntity = loadEntityScript(_currentHoverOverEntityID);
|
|
if (currentHoverEntity.property("hoverLeaveEntity").isValid()) {
|
|
currentHoverEntity.property("hoverLeaveEntity").call(currentHoverEntity, currentHoverEntityArgs);
|
|
}
|
|
|
|
_currentHoverOverEntityID = UNKNOWN_ENTITY_ID; // makes it the unknown ID
|
|
}
|
|
}
|
|
|
|
// Even if we're no longer intersecting with an entity, if we started clicking on an entity and we have
|
|
// not yet released the hold then this is still considered a holdingClickOnEntity event
|
|
if (!_currentClickingOnEntityID.isInvalidID()) {
|
|
emit holdingClickOnEntity(_currentClickingOnEntityID, MouseEvent(*event, deviceID));
|
|
|
|
QScriptValueList currentClickingEntityArgs = createMouseEventArgs(_currentClickingOnEntityID, event, deviceID);
|
|
|
|
QScriptValue currentClickingEntity = loadEntityScript(_currentClickingOnEntityID);
|
|
if (currentClickingEntity.property("holdingClickOnEntity").isValid()) {
|
|
currentClickingEntity.property("holdingClickOnEntity").call(currentClickingEntity, currentClickingEntityArgs);
|
|
}
|
|
}
|
|
_lastMouseEvent = MouseEvent(*event, deviceID);
|
|
_lastMouseEventValid = true;
|
|
}
|
|
|
|
void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
|
|
if (_tree && !_shuttingDown) {
|
|
checkAndCallUnload(entityID);
|
|
}
|
|
_entityScripts.remove(entityID);
|
|
|
|
// here's where we remove the entity payload from the scene
|
|
if (_entitiesInScene.contains(entityID)) {
|
|
auto entity = _entitiesInScene.take(entityID);
|
|
render::PendingChanges pendingChanges;
|
|
auto scene = _viewState->getMain3DScene();
|
|
entity->removeFromScene(entity, scene, pendingChanges);
|
|
scene->enqueuePendingChanges(pendingChanges);
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::addingEntity(const EntityItemID& entityID) {
|
|
checkAndCallPreload(entityID);
|
|
auto entity = static_cast<EntityTree*>(_tree)->findEntityByID(entityID);
|
|
addEntityToScene(entity);
|
|
}
|
|
|
|
void EntityTreeRenderer::addEntityToScene(EntityItemPointer entity) {
|
|
// here's where we add the entity payload to the scene
|
|
render::PendingChanges pendingChanges;
|
|
auto scene = _viewState->getMain3DScene();
|
|
if (entity->addToScene(entity, scene, pendingChanges)) {
|
|
_entitiesInScene.insert(entity->getEntityItemID(), entity);
|
|
}
|
|
scene->enqueuePendingChanges(pendingChanges);
|
|
}
|
|
|
|
|
|
void EntityTreeRenderer::entitySciptChanging(const EntityItemID& entityID) {
|
|
if (_tree && !_shuttingDown) {
|
|
checkAndCallUnload(entityID);
|
|
checkAndCallPreload(entityID);
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::checkAndCallPreload(const EntityItemID& entityID) {
|
|
if (_tree && !_shuttingDown) {
|
|
// load the entity script if needed...
|
|
QScriptValue entityScript = loadEntityScript(entityID, true); // is preload!
|
|
if (entityScript.property("preload").isValid()) {
|
|
QScriptValueList entityArgs = createEntityArgs(entityID);
|
|
entityScript.property("preload").call(entityScript, entityArgs);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::checkAndCallUnload(const EntityItemID& entityID) {
|
|
if (_tree && !_shuttingDown) {
|
|
QScriptValue entityScript = getPreviouslyLoadedEntityScript(entityID);
|
|
if (entityScript.property("unload").isValid()) {
|
|
QScriptValueList entityArgs = createEntityArgs(entityID);
|
|
entityScript.property("unload").call(entityScript, entityArgs);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityTree* entityTree, const EntityItemID& id, const Collision& collision) {
|
|
EntityItemPointer entity = entityTree->findEntityByEntityItemID(id);
|
|
if (!entity) {
|
|
return;
|
|
}
|
|
QUuid simulatorID = entity->getSimulatorID();
|
|
if (simulatorID.isNull()) {
|
|
// Can be null if it has never moved since being created or coming out of persistence.
|
|
// However, for there to be a collission, one of the two objects must be moving.
|
|
const EntityItemID& otherID = (id == collision.idA) ? collision.idB : collision.idA;
|
|
EntityItemPointer otherEntity = entityTree->findEntityByEntityItemID(otherID);
|
|
if (!otherEntity) {
|
|
return;
|
|
}
|
|
simulatorID = otherEntity->getSimulatorID();
|
|
}
|
|
|
|
if (simulatorID.isNull() || (simulatorID != myNodeID)) {
|
|
return; // Only one injector per simulation, please.
|
|
}
|
|
const QString& collisionSoundURL = entity->getCollisionSoundURL();
|
|
if (collisionSoundURL.isEmpty()) {
|
|
return;
|
|
}
|
|
const float mass = entity->computeMass();
|
|
const float COLLISION_PENTRATION_TO_VELOCITY = 50; // as a subsitute for RELATIVE entity->getVelocity()
|
|
const float linearVelocity = glm::length(collision.penetration) * COLLISION_PENTRATION_TO_VELOCITY;
|
|
const float energy = mass * linearVelocity * linearVelocity / 2.0f;
|
|
const glm::vec3 position = collision.contactPoint;
|
|
const float COLLISION_ENERGY_AT_FULL_VOLUME = 0.5f;
|
|
const float COLLISION_MINIMUM_VOLUME = 0.005f;
|
|
const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
|
|
if (energyFactorOfFull < COLLISION_MINIMUM_VOLUME) {
|
|
return;
|
|
}
|
|
|
|
auto soundCache = DependencyManager::get<SoundCache>();
|
|
if (soundCache.isNull()) {
|
|
return;
|
|
}
|
|
SharedSoundPointer sound = soundCache.data()->getSound(QUrl(collisionSoundURL));
|
|
if (sound.isNull() || !sound->isReady()) {
|
|
return;
|
|
}
|
|
|
|
// This is a hack. Quiet sound aren't really heard at all, so we compress everything to the range [1-c, 1], if we play it all.
|
|
const float COLLISION_SOUND_COMPRESSION_RANGE = 1.0f; // This section could be removed when the value is 1, but let's see how it goes.
|
|
float volume = energyFactorOfFull;
|
|
volume = (volume * COLLISION_SOUND_COMPRESSION_RANGE) + (1.0f - COLLISION_SOUND_COMPRESSION_RANGE);
|
|
|
|
// This is quite similar to AudioScriptingInterface::playSound() and should probably be refactored.
|
|
AudioInjectorOptions options;
|
|
options.stereo = sound->isStereo();
|
|
options.position = position;
|
|
options.volume = volume;
|
|
|
|
// Shift the pitch down by ln(1 + (size / COLLISION_SIZE_FOR_STANDARD_PITCH)) / ln(2)
|
|
const float COLLISION_SIZE_FOR_STANDARD_PITCH = 0.2f;
|
|
QByteArray samples = sound->getByteArray();
|
|
soxr_io_spec_t spec = soxr_io_spec(SOXR_INT16_I, SOXR_INT16_I);
|
|
soxr_quality_spec_t qualitySpec = soxr_quality_spec(SOXR_MQ, 0);
|
|
const int channelCount = sound->isStereo() ? 2 : 1;
|
|
const float factor = log(1.0f + (entity->getMaximumAACube().getLargestDimension() / COLLISION_SIZE_FOR_STANDARD_PITCH)) / log(2);
|
|
const int standardRate = AudioConstants::SAMPLE_RATE;
|
|
const int resampledRate = standardRate * factor;
|
|
const int nInputSamples = samples.size() / sizeof(int16_t);
|
|
const int nOutputSamples = nInputSamples * factor;
|
|
QByteArray resampled(nOutputSamples * sizeof(int16_t), '\0');
|
|
const int16_t* receivedSamples = reinterpret_cast<const int16_t*>(samples.data());
|
|
soxr_error_t soxError = soxr_oneshot(standardRate, resampledRate, channelCount,
|
|
receivedSamples, nInputSamples, NULL,
|
|
reinterpret_cast<int16_t*>(resampled.data()), nOutputSamples, NULL,
|
|
&spec, &qualitySpec, 0);
|
|
if (soxError) {
|
|
qCDebug(entitiesrenderer) << "Unable to resample" << collisionSoundURL << "from" << nInputSamples << "@" << standardRate << "to" << nOutputSamples << "@" << resampledRate;
|
|
resampled = samples;
|
|
}
|
|
|
|
AudioInjector* injector = new AudioInjector(resampled, options);
|
|
injector->setLocalAudioInterface(_localAudioInterface);
|
|
injector->triggerDeleteAfterFinish();
|
|
QThread* injectorThread = new QThread();
|
|
injectorThread->setObjectName("Audio Injector Thread");
|
|
injector->moveToThread(injectorThread);
|
|
// start injecting when the injector thread starts
|
|
connect(injectorThread, &QThread::started, injector, &AudioInjector::injectAudio);
|
|
// connect the right slots and signals for AudioInjector and thread cleanup
|
|
connect(injector, &AudioInjector::destroyed, injectorThread, &QThread::quit);
|
|
connect(injectorThread, &QThread::finished, injectorThread, &QThread::deleteLater);
|
|
injectorThread->start();
|
|
}
|
|
|
|
void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB,
|
|
const Collision& collision) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
// Don't respond to small continuous contacts.
|
|
const float COLLISION_MINUMUM_PENETRATION = 0.002f;
|
|
if ((collision.type != CONTACT_EVENT_TYPE_START) && (glm::length(collision.penetration) < COLLISION_MINUMUM_PENETRATION)) {
|
|
return;
|
|
}
|
|
|
|
// See if we should play sounds
|
|
EntityTree* entityTree = static_cast<EntityTree*>(_tree);
|
|
const QUuid& myNodeID = DependencyManager::get<NodeList>()->getSessionUUID();
|
|
playEntityCollisionSound(myNodeID, entityTree, idA, collision);
|
|
playEntityCollisionSound(myNodeID, entityTree, idB, collision);
|
|
|
|
// And now the entity scripts
|
|
emit collisionWithEntity(idA, idB, collision);
|
|
QScriptValue entityScriptA = loadEntityScript(idA);
|
|
if (entityScriptA.property("collisionWithEntity").isValid()) {
|
|
QScriptValueList args;
|
|
args << idA.toScriptValue(_entitiesScriptEngine);
|
|
args << idB.toScriptValue(_entitiesScriptEngine);
|
|
args << collisionToScriptValue(_entitiesScriptEngine, collision);
|
|
entityScriptA.property("collisionWithEntity").call(entityScriptA, args);
|
|
}
|
|
|
|
emit collisionWithEntity(idB, idA, collision);
|
|
QScriptValue entityScriptB = loadEntityScript(idB);
|
|
if (entityScriptB.property("collisionWithEntity").isValid()) {
|
|
QScriptValueList args;
|
|
args << idB.toScriptValue(_entitiesScriptEngine);
|
|
args << idA.toScriptValue(_entitiesScriptEngine);
|
|
args << collisionToScriptValue(_entitiesScriptEngine, collision);
|
|
entityScriptB.property("collisionWithEntity").call(entityScriptA, args);
|
|
}
|
|
}
|